Multiplayer Pool Game Script
Sending data of balls transform over network regularly within an Update(), which seems too expensive computationally! There's only 16 balls. How do you think a 16-player FPS game does networking? Just sending the force vector over network at hit and let the physics engine handle all the physics computation based on the force vector.But i don't know how accurate will it be! It is true that Unity doesn't use a deterministic simulation engine, and thus it doesn't allow you to ONLY send impact forces. If I were to do pool on Unity, I'd probably send entity updates (position, orientation, velocity, spin) a dozen times per second, but I would also send special 'impact events' whenever cue balls impact each other, that contain the exact position and direction of the balls affected by the impact. However, I think the Unity physics networking code may already solve these things for you.
There's a great way for you to answer the questions you have: 1) Do some back-of-the-envelope math. How big is an update?
12 bytes pos, 12 bytes ori, 12 bytes velocity, 12 bytes spin, 4 bytes object ID? That's 52 bytes. Times 16 balls, equals 832 bytes.
Less than a kilobyte for a full update. Send this 20 times a second, and you have less than 20 kB/sec per player (which is about 200 kbit/sec per player, give or take a bit of protocol overhead and rounding.) Seems plausible that it could work.
Your goal in this game is to pocket your assigned group of balls and then the 8-ball to win. A total of 16 balls will be used in the game: 1 white ball (the cue ball), 1 black ball (the 8-ball), 7 solid-colored balls and 7 striped balls. When the game starts, you will be given a pool table consists of 6 pockets. All balls except the cue.
2) Actually implement it, and see how it goes. Especially, if there are already physics-based Unity game examples, use whatever API they're using and put a pool table together with 16 spheres. It doesn't need to be great gameplay, just a physics simulation experiment. Then see how it works.
This kind of 'spike' is very common in development and serves to inform decisions before a bigger effort is put into a particular direction.
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